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<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>RPG Maker MV 文件结构</title>
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sup {
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h6, h7 {
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.sect1, .sect2 {
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table.tableblock > caption + thead > tr:first-child > td, table.tableblock > caption + thead > tr:first-child > th, table.tableblock > colgroup + thead > tr:first-child > td, table.tableblock > colgroup + thead > tr:first-child > th, table.tableblock > thead:first-child > tr:first-child > td, table.tableblock > thead:first-child > tr:first-child > th {
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table.tableblock > thead > tr > th {
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table.tableblock > tbody > tr > td, table.tableblock > tbody > tr > th, table.tableblock > tfoot > tr > td, table.tableblock > tfoot > tr > th, table.tableblock > thead > tr > td, table.tableblock > thead > tr > th {
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div.sect5 code {
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h1 {
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.choose-version {
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.line-through {
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<div class="choose-version">
    <select id="choose-version" onchange="chooseVersion(this.value)">
        <option value="rmmv">RPG Maker MV 文件结构</option>
        <option value="rmmv-window">RPG Maker MV 窗口速查表</option>
        <option value="rmmv-js">RPG Maker MV JS 脚本记录</option>
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</head>
<body class="book">
<div id="header">
<h1>RPG Maker MV 文件结构</h1>
</div>
<div id="content">
<div class="sect1">
<h2 id="_libs库目录">libs（库目录）</h2>
<div class="sectionbody">
<div class="paragraph">
<p>存放第三方库的目录。</p>
</div>
<div class="sect2">
<h3 id="_fpsmeter_jsfps数据仪表">fpsmeter.js（FPS数据仪表）</h3>
<div class="paragraph">
<p>简单的JavaScript库提供吸引人的、快速的和主题化的FPS数据仪表。它可以测量：
每秒帧数
帧之间的毫秒数
渲染一帧所需的毫秒数</p>
</div>
<div class="paragraph">
<p>FPSMeter使用performance.now()更精确地测量渲染计时，并返回到+new Date()。</p>
</div>
<div class="paragraph">
<p>实际的显示渲染经过优化，并链接到requestAnimationFrame（对于较旧的浏览器使用polyfill），因此应该尽可能平滑和快速。它还支持一个页面上的多个实例，有暂停渲染的显示/隐藏方法，以及使主题更加美观的彩色热图！</p>
</div>
</div>
<div class="sect2">
<h3 id="_iphone_inline_video_browser_jsiphone浏览器内联播放器">iphone-inline-video.browser.js（iPhone浏览器内联播放器）</h3>
<div class="paragraph">
<p>使视频在iPhone上的Safari上可以在线播放（防止自动全屏播放）</p>
</div>
</div>
<div class="sect2">
<h3 id="_lz_string_jslz字符串">lz-string.js（lz字符串）</h3>
<div class="paragraph">
<p>基于lz的JavaScript压缩算法。</p>
</div>
</div>
<div class="sect2">
<h3 id="_pixi_js">pixi.js</h3>
<div class="paragraph">
<p>Pixi.js使用WebGL，是一个超快的HTML5 2D渲染引擎。作为一个Javascript的2D渲染器，Pixi.js的目标是提供一个快速的、轻量级而且是兼任所有设备的2D库。提供无缝 Canvas 回退，支持主流浏览器，包括桌面和移动。</p>
</div>
</div>
<div class="sect2">
<h3 id="_pixi_picture_jspixi_图片">pixi-picture.js（PIXI-图片）</h3>

</div>
<div class="sect2">
<h3 id="_pixi_tilemap_jspixi_瓦片地图">pixi-tilemap.js（PIXI-瓦片地图）</h3>

</div>
</div>
</div>
<div class="sect1">
<h2 id="_plugins插件目录">plugins（插件目录）</h2>
<div class="sectionbody">
<div class="paragraph">
<p>存放插件的目录。</p>
</div>
<div class="sect2">
<h3 id="_altmenuscreen_js其它的菜单画面">AltMenuScreen.js（其它的菜单画面）</h3>
<div class="paragraph">
<p>更改菜单画面布局。</p>
</div>
</div>
<div class="sect2">
<h3 id="_altsavescreen_js其它的存档画面">AltSaveScreen.js（其它的存档画面）</h3>
<div class="paragraph">
<p>更改存档/读档画面布局。</p>
</div>
</div>
<div class="sect2">
<h3 id="_community_basic_js基本参数">Community_Basic.js（基本参数）</h3>
<div class="paragraph">
<p>配置基本参数的插件。</p>
</div>
</div>
<div class="sect2">
<h3 id="_enemybook_js敌人手册">EnemyBook.js（敌人手册）</h3>
<div class="paragraph">
<p>显示敌人的详细状态。</p>
</div>
</div>
<div class="sect2">
<h3 id="_itembook_js物品手册">ItemBook.js（物品手册）</h3>
<div class="paragraph">
<p>显示物品的详细状态。</p>
</div>
</div>
<div class="sect2">
<h3 id="_madewithmv_jsmade_with_mv闪屏">MadeWithMv.js（“Made with MV”闪屏）</h3>
<div class="paragraph">
<p>在进入主画面之前，会显示按下“Made with MV”的闪屏或自定义的闪屏。</p>
</div>
</div>
<div class="sect2">
<h3 id="_simplemsgsideview_js简单信息的侧视图">SimpleMsgSideView.js（简单信息的侧视图）</h3>
<div class="paragraph">
<p>侧视图战斗只显示技能/道具的名字。</p>
</div>
</div>
<div class="sect2">
<h3 id="_titlecommandposition_js标题指令位置">TitleCommandPosition.js（标题指令位置）</h3>
<div class="paragraph">
<p>更改标题指令窗口的位置。</p>
</div>
</div>
<div class="sect2">
<h3 id="_weaponskill_js武器技能">WeaponSkill.js（武器技能）</h3>
<div class="paragraph">
<p>每个武器变更通常攻击的技能ID。</p>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_main_js主函数">main.js（主函数）</h2>
<div class="sectionbody">
<div class="paragraph">
<p>游戏的入口主函数</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_plugins_js插件">plugins.js（插件）</h2>
<div class="sectionbody">
<div class="paragraph">
<p>自动生成的插件列表，包含插件名字、状态以及每个参数。</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_rpg_core_jsrpg_核心">rpg_core.js（RPG_核心）</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_jsextensionsjs扩展">JsExtensions（JS扩展）</h3>
<div class="paragraph">
<p>这不是一个类，但包含一些将添加到标准Javascript对象的方法。</p>
</div>
</div>
<div class="sect2">
<h3 id="_utils工具类">Utils（工具类）</h3>
<div class="paragraph">
<p>定义实用的方法的静态类</p>
</div>
</div>
<div class="sect2">
<h3 id="_cacheentry缓存入口">CacheEntry（缓存入口）</h3>
<div class="paragraph">
<p>资源类。允许在一段时间内不使用时作为垃圾被收集。</p>
</div>
</div>
<div class="sect2">
<h3 id="_cachemap缓存映射表">CacheMap（缓存映射表）</h3>
<div class="paragraph">
<p>缓存图像、音频或任何其他类型的资源。</p>
</div>
</div>
<div class="sect2">
<h3 id="_imagecache图像缓存">ImageCache（图像缓存）</h3>

</div>
<div class="sect2">
<h3 id="_requestqueue请求队列">RequestQueue（请求队列）</h3>

</div>
<div class="sect2">
<h3 id="_point点">Point（点）</h3>
<div class="paragraph">
<p>点的类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_rectangle矩形">Rectangle（矩形）</h3>
<div class="paragraph">
<p>矩形的类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_bitmap位图">Bitmap（位图）</h3>
<div class="paragraph">
<p>描绘图像的基础对象。</p>
</div>
</div>
<div class="sect2">
<h3 id="_graphics图形">Graphics（图形）</h3>
<div class="paragraph">
<p>执行图形处理的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_input输入">Input（输入）</h3>
<div class="paragraph">
<p>处理键盘和手柄输入数据的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_touchinput触摸输入">TouchInput（触摸输入）</h3>
<div class="paragraph">
<p>处理来自鼠标和触摸屏的输入数据的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_sprite精灵">Sprite（精灵）</h3>
<div class="paragraph">
<p>渲染到游戏画面的基础对象。</p>
</div>
</div>
<div class="sect2">
<h3 id="_tilemap瓦片地图">Tilemap（瓦片地图）</h3>
<div class="paragraph">
<p>显示基于2D瓦片的游戏地图的瓦片地图。</p>
</div>
</div>
<div class="sect2">
<h3 id="_shadertilemap着色器瓦片地图">ShaderTilemap（着色器瓦片地图）</h3>
<div class="paragraph">
<p>显示基于2D瓦片的游戏地图的瓦片地图使用着色器。</p>
</div>
</div>
<div class="sect2">
<h3 id="_tilingsprite平铺精灵">TilingSprite（平铺精灵）</h3>
<div class="paragraph">
<p>平铺图像的精灵对象。</p>
</div>
</div>
<div class="sect2">
<h3 id="_screensprite画面精灵">ScreenSprite（画面精灵）</h3>
<div class="paragraph">
<p>覆盖整个游戏画面的精灵。</p>
</div>
</div>
<div class="sect2">
<h3 id="_window窗口">Window（窗口）</h3>
<div class="paragraph">
<p>游戏里的窗口。</p>
</div>
</div>
<div class="sect2">
<h3 id="_windowlayer窗口图层">WindowLayer（窗口图层）</h3>
<div class="paragraph">
<p>包含游戏窗口的图层。</p>
</div>
</div>
<div class="sect2">
<h3 id="_weather天气">Weather（天气）</h3>
<div class="paragraph">
<p>显示雨、风暴或雪的天气效应。</p>
</div>
</div>
<div class="sect2">
<h3 id="_tonefilter色调过滤器">ToneFilter（色调过滤器）</h3>
<div class="paragraph">
<p>WebGL的颜色矩阵过滤器。</p>
</div>
</div>
<div class="sect2">
<h3 id="_tonesprite色调精灵">ToneSprite（色调精灵）</h3>
<div class="paragraph">
<p>在2D画布模式下更改画面颜色的精灵。</p>
</div>
</div>
<div class="sect2">
<h3 id="_stage舞台">Stage（舞台）</h3>
<div class="paragraph">
<p>显示树的根对象。</p>
</div>
</div>
<div class="sect2">
<h3 id="_webaudioweb音频">WebAudio（Web音频)</h3>
<div class="paragraph">
<p>Web音频API的音频对象。</p>
</div>
</div>
<div class="sect2">
<h3 id="_html5audiohtml5音频">Html5Audio（Html5音频）</h3>
<div class="paragraph">
<p>处理HTML5音频的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_jsonexjson扩展">JsonEx（Json扩展）</h3>
<div class="paragraph">
<p>处理带有对象信息的JSON的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_decrypter解密器">Decrypter（解密器）</h3>

</div>
<div class="sect2">
<h3 id="_resourcehandler资源处理者">ResourceHandler（资源处理者）</h3>
<div class="paragraph">
<p>处理资源加载的静态类。</p>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_rpg_managers_jsrpg_管理器">rpg_managers.js（RPG_管理器）</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_datamanager数据管理器">DataManager（数据管理器）</h3>
<div class="paragraph">
<p>管理数据和游戏对象的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_configmanager配置管理器">ConfigManager（配置管理器）</h3>
<div class="paragraph">
<p>管理配置数据的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_storagemanager存储管理器">StorageManager（存储管理器）</h3>
<div class="paragraph">
<p>管理保存游戏数据的存储的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_imagemanager图像管理器">ImageManager（图像管理器）</h3>
<div class="paragraph">
<p>读取图像，创建位图对象和保存它们的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_audiomanager音频管理器">AudioManager（音频管理器）</h3>
<div class="paragraph">
<p>操作 BGM, BGS, ME 和 SE 的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_soundmanager声音管理器">SoundManager（声音管理器）</h3>
<div class="paragraph">
<p>播放在数据库中定义的音效的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_textmanager文本管理器">TextManager（文本管理器）</h3>
<div class="paragraph">
<p>操作用语和信息的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_scenemanager场景管理器">SceneManager（场景管理器）</h3>
<div class="paragraph">
<p>管理场景切换的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_battlemanager战斗管理器">BattleManager（战斗管理器）</h3>
<div class="paragraph">
<p>管理战斗进程的静态类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_pluginmanager插件管理器">PluginManager（插件管理器）</h3>
<div class="paragraph">
<p>管理插件的静态类。</p>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_rpg_objects_jsrpg_对象">rpg_objects.js（RPG_对象）</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_game_temp游戏_临时">Game_Temp（游戏_临时）</h3>
<div class="paragraph">
<p>临时数据（不包含存档数据）的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_system游戏_系统">Game_System（游戏_系统）</h3>
<div class="paragraph">
<p>系统数据的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_timer游戏_计时器">Game_Timer（游戏_计时器）</h3>
<div class="paragraph">
<p>计时器的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_message游戏_信息">Game_Message（游戏_信息）</h3>
<div class="paragraph">
<p>显示文本或选项等的信息窗口的情况的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_switches游戏_开关">Game_Switches（游戏_开关）</h3>
<div class="paragraph">
<p>开关的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_variables游戏_变量">Game_Variables（游戏_变量）</h3>
<div class="paragraph">
<p>变量的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_selfswitches游戏_独立开关">Game_SelfSwitches（游戏_独立开关）</h3>
<div class="paragraph">
<p>独立开关的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_screen游戏_画面">Game_Screen（游戏_画面）</h3>
<div class="paragraph">
<p>画面效果数据（如色调变化和闪烁）的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_picture游戏_图片">Game_Picture（游戏_图片）</h3>
<div class="paragraph">
<p>图片的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_item游戏_项目">Game_Item（游戏_项目）</h3>
<div class="paragraph">
<p>处理技能、物品、武器和护甲的游戏对象类。这是必须的，因为保存数据不应包含数据库对象本身。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_action游戏_行动">Game_Action（游戏_行动）</h3>
<div class="paragraph">
<p>战斗行动的游戏对象类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_actionresult游戏_行动结果">Game_ActionResult（游戏_行动结果）</h3>
<div class="paragraph">
<p>战斗行动结果的游戏对象类。为了方便起见，此类中的所有成员变量都是公共的。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_battlerbase游戏_战斗者基础">Game_BattlerBase（游戏_战斗者基础）</h3>
<div class="paragraph">
<p>Game_Battler 的父类。它主要包括能力值计算。</p>
</div>
<div class="sect3">
<h4 id="_game_battler游戏_战斗者">Game_Battler（游戏_战斗者）</h4>
<div class="paragraph">
<p>Game_Actor 和 Game_Enemy 的父类。它包含精灵和行动的方法。</p>
</div>
<div class="sect4">
<h5 id="_game_actor游戏_角色">Game_Actor（游戏_角色）</h5>
<div class="paragraph">
<p>角色的游戏对象类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_game_enemy游戏_敌人">Game_Enemy（游戏_敌人）</h5>
<div class="paragraph">
<p>敌人的游戏对象类。</p>
</div>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_game_actors游戏_角色们">Game_Actors（游戏_角色们）</h3>
<div class="paragraph">
<p>角色数组的封装类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_unit游戏_单位">Game_Unit（游戏_单位）</h3>
<div class="paragraph">
<p>Game_Party 和 Game_Troop 的父类。</p>
</div>
<div class="sect3">
<h4 id="_game_party游戏_队伍">Game_Party（游戏_队伍）</h4>
<div class="paragraph">
<p>队伍的游戏对象类。包括金钱和物品等信息。</p>
</div>
</div>
<div class="sect3">
<h4 id="_game_troop游戏_敌群">Game_Troop（游戏_敌群）</h4>
<div class="paragraph">
<p>敌群和战斗相关数据的游戏对象类。</p>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_game_map游戏_地图">Game_Map（游戏_地图）</h3>
<div class="paragraph">
<p>地图的游戏对象类。它包含滚动和通行决定功能。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_commonevent游戏_公共事件">Game_CommonEvent（游戏_公共事件）</h3>
<div class="paragraph">
<p>公共事件的游戏对象类。它包含运行并行处理事件的功能。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_characterbase游戏_人物基础">Game_CharacterBase（游戏_人物基础）</h3>
<div class="paragraph">
<p>Game_Character 的父类。它处理所有字符共享的基本信息，如坐标和图像。</p>
</div>
<div class="sect3">
<h4 id="_game_character游戏_人物">Game_Character（游戏_人物）</h4>
<div class="paragraph">
<p>Game_Player、Game_Follower、GameVehicle 和 Game_Event 的父类。</p>
</div>
<div class="sect4">
<h5 id="_game_player游戏_玩家">Game_Player（游戏_玩家）</h5>
<div class="paragraph">
<p>玩家的游戏对象类。它包含事件开始判定和地图滚动功能。</p>
</div>
</div>
<div class="sect4">
<h5 id="_game_follower游戏_跟随者">Game_Follower（游戏_跟随者）</h5>
<div class="paragraph">
<p>跟随者的游戏对象类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_game_vehicle游戏_载具">Game_Vehicle（游戏_载具）</h5>
<div class="paragraph">
<p>跟随者数组的封装类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_game_event游戏_事件">Game_Event（游戏_事件）</h5>
<div class="paragraph">
<p>载具的游戏对象类。</p>
</div>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_game_followers游戏_跟随者们">Game_Followers（游戏_跟随者们）</h3>
<div class="paragraph">
<p>跟随者数组的封装类。</p>
</div>
</div>
<div class="sect2">
<h3 id="_game_interpreter游戏_解释器">Game_Interpreter（游戏_解释器）</h3>
<div class="paragraph">
<p>运行事件指令的解释器。</p>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_rpg_scenes_jsrpg_场景">rpg_scenes.js（RPG_场景）</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_scene_base场景_基础">Scene_Base（场景_基础）</h3>
<div class="paragraph">
<p>游戏中所有场景的父类。</p>
</div>
<div class="sect3">
<h4 id="_scene_boot场景_启动">Scene_Boot（场景_启动）</h4>
<div class="paragraph">
<p>初始化整个游戏的场景类。</p>
</div>
</div>
<div class="sect3">
<h4 id="_scene_title场景_标题">Scene_Title（场景_标题）</h4>
<div class="paragraph">
<p>标题场景的场景类。</p>
</div>
</div>
<div class="sect3">
<h4 id="_scene_map场景_地图">Scene_Map（场景_地图）</h4>
<div class="paragraph">
<p>地图场景的场景类。</p>
</div>
</div>
<div class="sect3">
<h4 id="_scene_menubase场景_菜单基础">Scene_MenuBase（场景_菜单基础）</h4>
<div class="paragraph">
<p>所有菜单类型场景的父类。</p>
</div>
<div class="sect4">
<h5 id="_scene_menu场景_菜单">Scene_Menu（场景_菜单）</h5>
<div class="paragraph">
<p>菜单画面的场景类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_scene_itembase场景_项目基础">Scene_ItemBase（场景_项目基础）</h5>
<div class="paragraph">
<p>Scene_Item 和 Scene_Skill 的父类。</p>
</div>
<div class="sect5">
<h6 id="_scene_item场景_物品">Scene_Item（场景_物品）</h6>
<div class="paragraph">
<p>物品画面的场景类。</p>
</div>
</div>
<div class="sect5">
<h6 id="_scene_skill场景_技能">Scene_Skill（场景_技能）</h6>
<div class="paragraph">
<p>技能画面的场景类。</p>
</div>
</div>
</div>
<div class="sect4">
<h5 id="_scene_equip场景_装备">Scene_Equip（场景_装备）</h5>
<div class="paragraph">
<p>装备画面的场景类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_scene_status场景_状态">Scene_Status（场景_状态）</h5>
<div class="paragraph">
<p>状态画面的场景类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_scene_options场景_设置">Scene_Options（场景_设置）</h5>
<div class="paragraph">
<p>设置画面的场景类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_scene_file场景_文件">Scene_File（场景_文件）</h5>
<div class="paragraph">
<p>Scene_Save 和 Scene_Load 的父类。</p>
</div>
<div class="sect5">
<h6 id="_scene_save场景_存档">Scene_Save（场景_存档）</h6>
<div class="paragraph">
<p>存档画面的场景类。</p>
</div>
</div>
<div class="sect5">
<h6 id="_scene_load场景_读档">Scene_Load（场景_读档）</h6>
<div class="paragraph">
<p>读档画面的场景类。</p>
</div>
</div>
</div>
<div class="sect4">
<h5 id="_scene_gameend场景_游戏结局">Scene_GameEnd（场景_游戏结局）</h5>
<div class="paragraph">
<p>游戏结束画面的场景类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_scene_shop场景_商店">Scene_Shop（场景_商店）</h5>
<div class="paragraph">
<p>商店画面的场景类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_scene_name场景_名字">Scene_Name（场景_名字）</h5>
<div class="paragraph">
<p>名字输入画面的场景类。</p>
</div>
</div>
<div class="sect4">
<h5 id="_scene_debug场景_调试">Scene_Debug（场景_调试）</h5>
<div class="paragraph">
<p>调试画面的场景类。</p>
</div>
</div>
</div>
<div class="sect3">
<h4 id="_scene_battle场景_战斗">Scene_Battle（场景_战斗）</h4>
<div class="paragraph">
<p>战斗画面的场景类。</p>
</div>
</div>
<div class="sect3">
<h4 id="_scene_gameover场景_游戏结束">Scene_Gameover（场景_游戏结束）</h4>
<div class="paragraph">
<p>游戏结束画面的场景类。</p>
</div>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_rpg_sprites_jsrpg_精灵">rpg_sprites.js（RPG_精灵）</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_sprite_base精灵_基础">Sprite_Base（精灵_基础）</h3>
<div class="paragraph">
<p>具有显示动画功能的精灵类。</p>
</div>
<div class="sect3">
<h4 id="_sprite_character精灵_人物">Sprite_Character（精灵_人物）</h4>
<div class="paragraph">
<p>显示人物的精灵。</p>
</div>
</div>
<div class="sect3">
<h4 id="_sprite_battler精灵_战斗者">Sprite_Battler（精灵_战斗者）</h4>
<div class="paragraph">
<p>Sprite_Actor 和 Sprite_Enemy 的父类。</p>
</div>
<div class="sect4">
<h5 id="_sprite_actor精灵_角色">Sprite_Actor（精灵_角色）</h5>
<div class="paragraph">
<p>显示角色的精灵。</p>
</div>
</div>
<div class="sect4">
<h5 id="_sprite_enemy精灵_敌人">Sprite_Enemy（精灵_敌人）</h5>
<div class="paragraph">
<p>显示敌人的精灵。</p>
</div>
</div>
</div>
<div class="sect3">
<h4 id="_sprite_stateoverlay精灵_状态覆盖">Sprite_StateOverlay（精灵_状态覆盖）</h4>
<div class="paragraph">
<p>显示状态的覆盖图像的精灵。</p>
</div>
</div>
<div class="sect3">
<h4 id="_sprite_weapon精灵_武器">Sprite_Weapon（精灵_武器）</h4>
<div class="paragraph">
<p>显示攻击的武器图像的精灵。</p>
</div>
</div>
<div class="sect3">
<h4 id="_sprite_balloon精灵_气泡">Sprite_Balloon（精灵_气泡）</h4>
<div class="paragraph">
<p>显示气泡图标的精灵。</p>
</div>
</div>
<div class="sect3">
<h4 id="_sprite_picture精灵_图片">Sprite_Picture（精灵_图片）</h4>
<div class="paragraph">
<p>显示图片的精灵。</p>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_sprite_button精灵_按钮">Sprite_Button（精灵_按钮）</h3>
<div class="paragraph">
<p>显示按钮的精灵。</p>
</div>
</div>
<div class="sect2">
<h3 id="_sprite_animation精灵_动画">Sprite_Animation（精灵_动画）</h3>
<div class="paragraph">
<p>显示动画的精灵。</p>
</div>
</div>
<div class="sect2">
<h3 id="_sprite_damage精灵_伤害">Sprite_Damage（精灵_伤害）</h3>
<div class="paragraph">
<p>显示弹出伤害的精灵。</p>
</div>
</div>
<div class="sect2">
<h3 id="_sprite_stateicon精灵_状态图标">Sprite_StateIcon（精灵_状态图标）</h3>
<div class="paragraph">
<p>显示状态图标的精灵。</p>
</div>
</div>
<div class="sect2">
<h3 id="_sprite_timer精灵_计时器">Sprite_Timer（精灵_计时器）</h3>
<div class="paragraph">
<p>显示计时器的精灵。</p>
</div>
</div>
<div class="sect2">
<h3 id="_sprite_destination精灵_目的地">Sprite_Destination（精灵_目的地）</h3>
<div class="paragraph">
<p>显示触摸输入的目的地的精灵。</p>
</div>
</div>
<div class="sect2">
<h3 id="_spriteset_base精灵组_基础">Spriteset_Base（精灵组_基础）</h3>
<div class="paragraph">
<p>Spriteset_Map 和 Spriteset_Battle 的父类。</p>
</div>
<div class="sect3">
<h4 id="_spriteset_map精灵组_地图">Spriteset_Map（精灵组_地图）</h4>
<div class="paragraph">
<p>地图画面上的一组精灵。</p>
</div>
</div>
<div class="sect3">
<h4 id="_spriteset_battle精灵组_战斗">Spriteset_Battle（精灵组_战斗）</h4>
<div class="paragraph">
<p>战斗画面上的一组精灵。</p>
</div>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_rpg_windows_jsrpg_窗口">rpg_windows.js（RPG_窗口）</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_window_base窗口_基础">Window_Base（窗口_基础）</h3>
<div class="paragraph">
<p>游戏中所有窗口的父类。</p>
</div>
<div class="sect3">
<h4 id="_window_selectable窗口_可选择">Window_Selectable（窗口_可选择）</h4>
<div class="paragraph">
<p>具有光标移动和滚动功能的窗口类。</p>
</div>
<div class="sect4">
<h5 id="_window_command窗口_指令">Window_Command（窗口_指令）</h5>
<div class="paragraph">
<p>选择指令的窗口的父类。</p>
</div>
<div class="sect5">
<h6 id="_window_horzcommand窗口_水平指令">Window_HorzCommand（窗口_水平指令）</h6>
<div class="paragraph">
<p>水平选择格式的指令窗口。</p>
</div>
<div class="sect6">
<h7 id="_window_itemcategory窗口_物品类别">Window_ItemCategory（窗口_物品类别）</h7>
<div class="paragraph">
<p>在物品和商店画面上的选择物品类别的窗口。</p>
</div>
</div>
<div class="sect6">
<h7 id="_window_equipcommand窗口_装备指令">Window_EquipCommand（窗口_装备指令）</h7>
<div class="paragraph">
<p>在装备画面上的选择指令的窗口。</p>
</div>
</div>
<div class="sect6">
<h7 id="_window_shopcommand窗口_商店指令">Window_ShopCommand（窗口_商店指令）</h7>
<div class="paragraph">
<p>在商店画面上的选择购买/出售的窗口。</p>
</div>
</div>
</div>
<div class="sect5">
<h6 id="_window_menucommand窗口_菜单指令">Window_MenuCommand（窗口_菜单指令）</h6>
<div class="paragraph">
<p>在菜单画面上的选择指令的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_skilltype窗口_技能类型">Window_SkillType（窗口_技能类型）</h6>
<div class="paragraph">
<p>在技能画面上的选择技能类型的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_options窗口_设置">Window_Options（窗口_设置）</h6>
<div class="paragraph">
<p>设置画面上的更改各种设置的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_choicelist窗口_选项列表">Window_ChoiceList（窗口_选项列表）</h6>
<div class="paragraph">
<p>用于事件指令[显示选项]的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_partycommand窗口_队伍指令">Window_PartyCommand（窗口_队伍指令）</h6>
<div class="paragraph">
<p>在战斗画面上的选择是战斗还是逃跑的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_actorcommand窗口_角色指令">Window_ActorCommand（窗口_角色指令）</h6>
<div class="paragraph">
<p>在战斗画面上的选择角色行动的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_titlecommand窗口_标题指令">Window_TitleCommand（窗口_标题指令）</h6>
<div class="paragraph">
<p>在标题画面上的选择新游戏/继续的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_gameend窗口_游戏结局">Window_GameEnd（窗口_游戏结局）</h6>
<div class="paragraph">
<p>在游戏结束画面上的选择“回到标题”的窗口。</p>
</div>
</div>
</div>
<div class="sect4">
<h5 id="_window_menustatus窗口_菜单状态">Window_MenuStatus（窗口_菜单状态）</h5>
<div class="paragraph">
<p>在菜单画面上显示的队伍状态的窗口。</p>
</div>
<div class="sect5">
<h6 id="_window_menuactor窗口_菜单角色">Window_MenuActor（窗口_菜单角色）</h6>
<div class="paragraph">
<p>在物品和技能画面上的选择目标角色的窗口。</p>
</div>
</div>
</div>
<div class="sect4">
<h5 id="_window_itemlist窗口_物品列表">Window_ItemList（窗口_物品列表）</h5>
<div class="paragraph">
<p>在物品画面上的选择物品的窗口。</p>
</div>
<div class="sect5">
<h6 id="_window_equipitem窗口_装备物品">Window_EquipItem（窗口_装备物品）</h6>
<div class="paragraph">
<p>在装备画面上选择的装备物品的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_shopsell窗口_商店出售">Window_ShopSell（窗口_商店出售）</h6>
<div class="paragraph">
<p>在商店画面上的选择要出售的商品的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_eventitem窗口_事件物品">Window_EventItem（窗口_事件物品）</h6>
<div class="paragraph">
<p>用于事件指令[物品选择处理]的窗口。</p>
</div>
</div>
<div class="sect5">
<h6 id="_window_battleitem窗口_战斗物品">Window_BattleItem（窗口_战斗物品）</h6>
<div class="paragraph">
<p>在战斗画面上的选择要使用的物品的窗口。</p>
</div>
</div>
</div>
<div class="sect4">
<h5 id="_window_skilllist窗口_技能列表">Window_SkillList（窗口_技能列表）</h5>
<div class="paragraph">
<p>在技能画面上的选择技能的窗口。</p>
</div>
<div class="sect5">
<h6 id="_window_battleskill窗口_战斗技能">Window_BattleSkill（窗口_战斗技能）</h6>
<div class="paragraph">
<p>在战斗画面上的选择要使用的技能的窗口。</p>
</div>
</div>
</div>
<div class="sect4">
<h5 id="_window_equipslot窗口_装备槽">Window_EquipSlot（窗口_装备槽）</h5>
<div class="paragraph">
<p>在装备画面上的选择装备槽的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_status窗口_状态">Window_Status（窗口_状态）</h5>
<div class="paragraph">
<p>在状态画面上的显示完整状态的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_savefilelist窗口_存档列表">Window_SavefileList（窗口_存档列表）</h5>
<div class="paragraph">
<p>在存档和读档画面上的选择存档的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_shopbuy窗口_商店购买">Window_ShopBuy（窗口_商店购买）</h5>
<div class="paragraph">
<p>在商店画面上的选择要购买的商品的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_shopnumber窗口_商店数值">Window_ShopNumber（窗口_商店数值）</h5>
<div class="paragraph">
<p>在商店画面上的输入要买卖的商品数量的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_nameinput窗口_名字输入">Window_NameInput（窗口_名字输入）</h5>
<div class="paragraph">
<p>在名字输入画面上的选择文本字符的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_numberinput窗口_数值输入">Window_NumberInput（窗口_数值输入）</h5>
<div class="paragraph">
<p>用于事件指令[数值输入处理]的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_battlelog窗口_战斗日志">Window_BattleLog（窗口_战斗日志）</h5>
<div class="paragraph">
<p>显示战斗过程的窗口。没有边框显示，但为了方便起见，将其作为窗口处理。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_battlestatus窗口_战斗状态">Window_BattleStatus（窗口_战斗状态）</h5>
<div class="paragraph">
<p>在战斗画面上的显示队伍成员状态的窗口。</p>
</div>
<div class="sect5">
<h6 id="_window_battleactor窗口_战斗角色">Window_BattleActor（窗口_战斗角色）</h6>
<div class="paragraph">
<p>在战斗画面上的选择目标角色的窗口。</p>
</div>
</div>
</div>
<div class="sect4">
<h5 id="_window_battleenemy窗口_战斗敌人">Window_BattleEnemy（窗口_战斗敌人）</h5>
<div class="paragraph">
<p>在战斗画面上的选择目标敌人的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_debugrange窗口_调试范围">Window_DebugRange（窗口_调试范围）</h5>
<div class="paragraph">
<p>在调试画面上的选择一块开关/变量的窗口。</p>
</div>
</div>
<div class="sect4">
<h5 id="_window_debugedit窗口_调试编辑">Window_DebugEdit（窗口_调试编辑）</h5>
<div class="paragraph">
<p>在调试画面上的显示开关和变量的窗口。</p>
</div>
</div>
</div>
<div class="sect3">
<h4 id="_window_help窗口_帮助">Window_Help（窗口_帮助）</h4>
<div class="paragraph">
<p>显示所选项目说明的窗口。</p>
</div>
</div>
<div class="sect3">
<h4 id="_window_gold窗口_金钱">Window_Gold（窗口_金钱）</h4>
<div class="paragraph">
<p>显示队伍的金钱的窗口。</p>
</div>
</div>
<div class="sect3">
<h4 id="_window_skillstatus窗口_技能状态">Window_SkillStatus（窗口_技能状态）</h4>
<div class="paragraph">
<p>在技能画面上的显示技能使用者状态的窗口。</p>
</div>
</div>
<div class="sect3">
<h4 id="_window_equipstatus窗口_装备状态">Window_EquipStatus（窗口_装备状态）</h4>
<div class="paragraph">
<p>在装备画面上的显示能力值变化的窗口。</p>
</div>
</div>
<div class="sect3">
<h4 id="_window_shopstatus窗口_商店状态">Window_ShopStatus（窗口_商店状态）</h4>
<div class="paragraph">
<p>在商店画面上的显示物品持有数和角色装备的窗口。</p>
</div>
</div>
<div class="sect3">
<h4 id="_window_nameedit窗口_名字编辑">Window_NameEdit（窗口_名字编辑）</h4>
<div class="paragraph">
<p>在名字输入画面上的编辑角色名字的窗口。</p>
</div>
</div>
<div class="sect3">
<h4 id="_window_message窗口_信息">Window_Message（窗口_信息）</h4>
<div class="paragraph">
<p>显示文本信息的窗口。</p>
</div>
</div>
<div class="sect3">
<h4 id="_window_scrolltext窗口_滚动文本">Window_ScrollText（窗口_滚动文本）</h4>
<div class="paragraph">
<p>显示滚动文本的窗口。没有边框显示，但为了方便起见，将其作为窗口处理。</p>
</div>
</div>
<div class="sect3">
<h4 id="_window_mapname窗口_地图名字">Window_MapName（窗口_地图名字）</h4>
<div class="paragraph">
<p>在地图画面上的显示地图名字的窗口。</p>
</div>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_rpg_maker总结">RPG Maker总结</h2>
<div class="sectionbody">
<div class="ulist">
<ul>
<li>
<p><a href="https://consolelog.gitee.io/rmdoc">文档链接</a></p>
<div class="ulist">
<ul>
<li>
<p><a href="https://consolelog.gitee.io/rmdoc/rmmv">RPG Maker MV 文件结构</a>、
<a href="https://space.bilibili.com/86276758">原作者B站空间</a>、
<a href="https://www.bilibili.com/video/BV1dJ41117Tp?spm_id_from=333.999.0.0">原视频</a></p>
</li>
<li>
<p><a href="https://consolelog.gitee.io/rmdoc/rmmv-window">RPG Maker MV 窗口速查表</a>、
<a href="https://space.bilibili.com/86276758">原作者B站空间</a>、
<a href="https://www.bilibili.com/video/BV1dJ41117Tp?spm_id_from=333.999.0.0">原视频</a></p>
</li>
<li>
<p><a href="https://consolelog.gitee.io/rmdoc/rmmv-js">RPG Maker MV 脚本记录</a>、
<a href="https://space.bilibili.com/86276758">原作者B站空间</a>、
<a href="https://www.bilibili.com/video/BV1dJ41117Tp?spm_id_from=333.999.0.0">原视频</a></p>
</li>
</ul>
</div>
</li>
<li>
<p><a href="https://gitee.com/consolelog/rmdoc">源码地址</a></p>
</li>
</ul>
</div>
</div>
</div>
</div>
</body>
</html>